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Knuckles' Chaotix... ugh

#31 User is offline Super 

Posted 07 April 2010 - 06:41 PM

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Eh, I liked the game because it was a seriously focused on some Co-op play, which I'm a sucker for. I mean, I've never actually run through more than a single level in the game alone, but I've made it halfway with a friend. Usually I end up stopping because I'm a perfectionist and the Special Stages aren't coop, so it's all very jarring and I get bored and put down the controller. Not to say the special stages aren't fun, they're just a little too much sometimes, be it too slow, to cramped, or too long. There was a lot of potential, otherwise.

#32 User is offline spidertour02 

Posted 07 April 2010 - 06:53 PM

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I hate Chaotix.

It's borderline unplayable to me, because I just don't want to deal with the stupid tether. Even in my moments of clarity in which I can manage to barely deal with it, the levels make me want to chop off my thumbs. No thanks!

#33 User is offline Greg the Cat 

Posted 07 April 2010 - 09:10 PM

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Chaotix? It was... okay.

But it is the predecessor to the mediocre Sonic Heroes and introduced the "Auto Spring" as I will call it. I mean, you can just walk into springs and they'll propel you. Yes, minor complaint, but it does go to show where the laziness of springs came from.

It's beatable, but for a game with 5 zones with 5 levels each, this is LONG. This is tedious in fact. It's just so.. bland so to speak. Everything but the gameplay is awesome while the gameplay is OK.

It's a good C rater. It can be enjoyable at times.

#34 User is offline -PXG- 

Posted 07 April 2010 - 10:29 PM

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I got scolded in the IRC for disliking this game. It's a big improvement from Sonic and Crackers, but still, it's very broken. Plus, the level layout is awfully confusing. The art direction is an eye sore....literally. The colors clash and hurt my eyes. I remember when I was a kid and wanted a 32X just for that game. Man, I'm glad I never got it.

#35 User is offline GerbilSoft 

Posted 07 April 2010 - 10:32 PM

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QUOTE (-PXG- @ Apr 7 2010, 11:29 PM)
Sonic and Crackers

The ROM's name is "Sonic Crackers", not "Sonic and Crackers". GoodGen lists it incorrectly, and as of yet, Cowering hasn't updated the name for some reason.

#36 User is offline Bostwick 

Posted 07 April 2010 - 10:39 PM

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QUOTE (Greg the Cat @ Apr 7 2010, 10:10 PM)
But it is the predecessor to the mediocre Sonic Heroes and introduced the "Auto Spring" as I will call it. I mean, you can just walk into springs and they'll propel you. Yes, minor complaint, but it does go to show where the laziness of springs came from.



The upside to the springs in Chaotix is that you jump off them in ball form. Actually, going through ramps and other gimmicks also automatically puts you into ball form. Makes avoiding damage a hell of a lot easier than in other Sonic games.

Hell, the game gets even easier if you run through every stage carrying your partner around. Makes a great throwing weapon.

#37 User is online Ritz 

Posted 07 April 2010 - 10:47 PM

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Everything about the game is perfect save for the gameplay itself. I'd be entirely willing to excuse all of its faults if they'd added two or three more zones to alleviate the need to pad each stage with 5 acts and/or put more effort into distinguishing the level designs for each stage. I can't think of very many games that rival Chaotix in terms of blandness.

Bonus points if they'd added character-exclusive paths. Imagine the replayability they could've squeezed out of the game!
This post has been edited by Ritz: 07 April 2010 - 10:55 PM

#38 User is offline Quarterman 

Posted 08 April 2010 - 12:07 AM

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Call me crazy, but I didn't really like this game when I first played it. I felt that the controls sucked and was overall not impressed. However, I just played it again, and I must say, it's really grown on me. The more I play it, the better it seems to get. The graphics are quite good, the music is excellent, and I've got used to the controls and gameplay.

Besides, any game where you get to play as Mighty gets a gold star in my book.

#39 User is offline Drex 

Posted 08 April 2010 - 01:52 AM

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QUOTE (Demi @ Apr 7 2010, 04:36 PM)
Charmy + Vector = Wrecking Ball God Mode

Correction: Charmy + Heavy = Shin Wrecking Ball God Mode ('cause Heavy's invincible)

I for the most part dislike Chaotix. The only good things to com out of it were Vector and Evening Star.

#40 User is offline Kurosan 

Posted 08 April 2010 - 03:25 AM

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QUOTE (Drex @ Apr 7 2010, 11:52 PM)
QUOTE (Demi @ Apr 7 2010, 04:36 PM)
Charmy + Vector = Wrecking Ball God Mode

Correction: Charmy + Heavy = Shin Wrecking Ball God Mode ('cause Heavy's invincible)

I for the most part dislike Chaotix. The only good things to com out of it were Vector and Evening Star.

As well as Espio and to a degree Vector; I actually prefer the new Vector though.

#41 User is offline qiuu 

Posted 08 April 2010 - 04:17 AM

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I'd like to give props to the original developers for actually daring to be experimental and introducing the rubber band. Experimental gameplay tends to yield games with both avid lovers and haters, and this case seems to be no different. Some (including me) love it, others hate it.
It seems to be the only way to get a working two-player mode on a single screen in a Sonic-like game. I've never seen any point whatsoever in e.g. this "feature" of Tails following Sonic, and don't get why people are so excited about it. Gameplay-wise, it adds nothing (save for a very few instances like boss fights perhaps).

Those who have problems with the physics should give it a chance. It took me 2-3 hours to actually get the hang of it, and I know a major mistake I made was using the features of Knuckles I was used to, namely spin dashing and gliding. It'd have been better if these were not present, or at least to have a feature-less character for starters, to force the player to get used to the rubber band physics instead of working against them, getting around them whenever possible.
I think the first step to mastering the physics is not using the character-specific features, and only making use of them again once you grew fond of the essential rubber band physics.

Despite the 5 levels in each zone play very similar for most part, I still find them very fun (except for Amazing Arena, though perhaps there are still some tricks with the physics I have yet to discover that make this level more enjoyable), because they are tailor-made for the physics which allow for interesting gameplay. I do agree though in that there might have been even more potential with the level design, exploring more aspects of the physics and allowing for more variety.
And yeah, it'd have been nice if in the real 2P mode, you'd not have to stand still to hold. Perhaps something to hack in...
This post has been edited by qiuu: 08 April 2010 - 05:10 AM

#42 User is offline Mercury 

Posted 08 April 2010 - 04:56 AM

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First let's get this out of the way: In terms of art design, soundtrack, characters, and overall zany vibe, Chaotix is absolutely beautiful. It's the only game to even get close to recapturing the style of Sonic CD (my personal favourite).

Where it falls flat is the gameplay, and not just because the physics are bad and the layouts are bland.

But because it's fundamentally flawed, in its core concept.

Now, IMO, the point of playing Sonic games is what could almost be called the "power trip". All video games are about role playing to some degree, but Sonic lets you step into the shoes of a character who can traverse the environment with an exceptional ease that totally demolished every other sidescroller from the era.

Yuji Naka, who had cut his teeth porting other sidescrolling games to Sega systems, wanted to make a platform game that let the player move fast, and fluidly. That gave the player the same sensation that he got when he drove his sports cars. From the behaviour of the platforms, to the curved environments, to the fact that the player can defeat enemies just by passing through them, Sonic is based on what the community sometimes calls "flow". Nothing about the game is finicky, unfair, or plodding. Even the maligned Labyrinth Zone feels freeing compared to the straightjacket of platformers like Mario, or Ghouls & Ghosts.

I think that this is paramount to the enjoyment of Sonic - to my enjoyment, certainly. I didn't get out much as a kid, and being able to run and jump and roll through fantastic locations was the greatest form of escapism. I've come to elevate this aspect to the central tenet of my own Sonic fangame, which I'm calling "Sonic Freedom" for this very reason.

Chaotix destroys this freedom. What's more, it does so deliberately. Like Sonic Labyrinth, its very existence is predicated on removing the player's freedom. "Shackles" Chaotix would be an apt title. They intentionally limit the player's influence at every turn - from the random zone order, to the Combi Catcher character select, to the burdensome Heavy and Bomb.

Now, there is a interesting moral lesson in Chaotix. The deeper meaning seems to be that, while the characters are fettered, they can work together, find new powers through the imaginative use of their bonds, and ultimately prevail.

However, a 9-year-old kid doesn't care about that. They just want to play Sonic, and be free.

So, in a nutshell, Sonic is all about making you feel like an awesome superhero. Chaotix, on the otherhand, is all about making you feel like you've got a disability.

There's a reason, for all its pizzazz, it failed. Because it wasn't a good idea.

(Alright, I suppose if the physics had been easier to immediately grasp by the average player, like Sonic 1's were, it probably could have worked. But for me, and I'm assuming most people, it's a tedious chore to even walk in a straight line in Chaotix, even after over a decade of practice. Progress in the game ends up being more random than anything else; hence the name Chaotix, I suppose.)

#43 User is offline Kurosan 

Posted 08 April 2010 - 06:37 AM

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QUOTE (Mercury @ Apr 8 2010, 02:56 AM)
Chaotix, on the otherhand, is all about making you feel like you've got a disability.

I think that very line may be the best way to sum up how I feel about the gameplay. It's like Sonic, but a gimped Sonic; you try to be fast and agile, but you're always held back one way or another, be it because of the very concept of the bond itself or because of the maze-like stages. It's been said a few times before, but I simply have to echo that statement: The graphics and the music, just about everything is really nice (and I love the special stages, too), but it tends to be kind of... well, unfun. Even when you try to enjoy the game, it feels like you have to cope with too much.

#44 User is offline Sploit 

Posted 08 April 2010 - 07:07 AM

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Looks like this game is either loved or hated...not much inbetween.

I love it its my favourite Sonic Spin-Off and pretty much one of my all time favourite Sonic themed games, partly due to its quirkyness and innovation, and the gameplay is unique within the series.

Also...Knuckles is my favourite character from the Sonic series and Mighty is one of my second favourites...needless to say I always play this game as those two.

I'll echo other peoples sentiments that the game has great music and the bonus/special stages are really fun. However, I don't find the levels boring and I really like playing through the game...I also find the art to be awesome.

Playing this game as a 2 player game is also a really fun experience.

#45 User is offline DalekSam 

Posted 08 April 2010 - 07:19 AM

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I love playing this game, and more-so with my brother.



Shit is fun

(My brother as Player 1, me as Player 2)

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